FLASHER VS DANCER |
Probable attribute advantage: strength, kp, chin Probable attribute disadvantage: height, agility, conditioning How he will try to beat you: use moderate power, protect the head, and win on points while daring you to allout him. How you will beat him: Turn the match into a rock, paper, scissors game. Do some research to find his typical defense vs flashers; if he defends with a 4H/8/8 then we will go inside, or if he usually runs (1/1/18) we will instead allout. |
Why Level 1 Flasher plan could lose this matchup: Due to the dancers agility advantage and kp the inside line may not work if dancer goes 1/1/18 (outside or ring). If dancer counters with any power in round 2 he will knock you out if you use the allout vs him. |
Level 1 basic flasher plan |
#Level 2 Flasher vs Dancer Plan (inside) 1) 5H/12/3 (inside) if endurance_percent <45 and score <0 then towel |
Flasher vs Flasher plan adjustments: If the dancer typically counters with a 4H/8/8 vs flashers use plan 1, if he typically runs from flashers try the allout. If you are not sure what he will do play it safe and use plan 1. Allouting a dancer who is waiting on the allout is suicide. |
#Level 2 Flasher vs Dancer Plan (allout) 1) 5H/11/4 (allout) 3) towel if endurance_percent <45 and score <0 then towel |
1. Use vs Dancer who 4H/8/8 (counter)s vs flashers |
2. Use vs Dancer who 1/1/18 (outside/ring)s vs flashers |